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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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Small changes concerning balance, gameplay, or graphics.
Snaps the Space Exploration addon power poles to a subgrid.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Requires Nindy's Core mod. Adds a electric water pumpjack that can be placed on land.
Mods introducing new content into the game.
I modified Factorio World mod so that it has some spawns to choose from (each player can choose spawn once when already in game) biters get significantly reduced depending on evolution, so that playing far from world spawn doesn't feel much harder than playing near world spawn. each spawn recieves some starting ores. This mod is based on Factorio World mod (by The Oddler), and is using some TeamCoop functions too. Shout out to those creators :)
Large total conversion mods.
This mod slightly reduces the effort to launch the rocket. Without cheating. Believe me.
Mods introducing new content into the game.
Adds a fourth tier of belts, the green belts (60 items / second). A fork of Disie's mod. Recipes had been changed a bit, fast_upgrade from blue belts etc. has been configured. Working on the implementation of smart belt laying. If SE is installed, the added items are recategorised using SE's item groups.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Add tier 2 accumulator + research. Stack size configurable. Vanilla friendly.
Mods introducing new content into the game.
This mod replaces and improve the base game sound effects with over 400+ fresh new ones !
Small changes concerning balance, gameplay, or graphics.
This is a small mod that adds electric cars and tanks (thats needs batteries) and a charging station. Vanilla and Bob's batteries have now a fuel value, if these are depleted you can recharge them at a charging station.
Mods introducing new content into the game.
Adds 2 more roboports with increased charging slots, robot slots and range. For space Exploration (SE research and items to craft)
Small changes concerning balance, gameplay, or graphics.
You can't build the factory on ores, you are need to remove it before. Compatible with all mods, works in multiplayer and costs no extra UPS. (added 'resource-layer' collision mask to some buildings).
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Auto pauses the game when all players are AFK for N minutes
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
A simple balance mod for improved personal experience. Published for easy usage by friends. Mainly focuses on enhanced versatility of modules, machines, and vehicles. Contains several optional tweaks and changes to other mods.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a Nuclear Power Overhaul as Standalone compatible with Space Exploration
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a train wagon capable of storing and transporting electric power, allowing new means of getting power to remote outposts and power grids. Special circuit signals allow for fine-grained control of charging and discharging priority. Redux version includes options.
Mods introducing new content into the game.